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Dead Code Preservation :: Archived AS3 works from wonderfl.net

forked from: [Performance Test] Progression Commands vs ActionScript Thread Library

muta244のツールキットを借り
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by 9re 25 Jan 2011
  • Forked from clockmaker's [Performance Test] Progression Commands vs ActionScript Thread Library vs BetweenAS3
  • Diff: 11
  • Related works: 4
  • Talk

    clockmaker at 25 Jan 2011 09:26
    なるほど、Threadの処理はEnterFrame毎に処理されているため、_measure内ではなく非同期で処理されているというわけですね。それであれば、検証の方法は考慮するべきでした。 またThreadの適度にタスクを分散する精度が把握しかねているので、その点について今後調べてみます。 確かにBetweenAS3.funcは代替としてはアリですね。トゥイーン関係の機能でオーバースペックに感じる点(ここは趣向レベルのもの)と、エラー機構が気になりますが、検討してみます。
    clockmaker at 25 Jan 2011 09:56
    fork 元を修正して再検証しましたのでお知らせします。
    9re at 25 Jan 2011 19:46
    わざわざどうもです!
    Embed
/**
 * Copyright 9re ( http://wonderfl.net/user/9re )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/rxvG
 */

// forked from clockmaker's [Performance Test] Progression Commands vs ActionScript Thread Library
// forked from clockmaker's [Performance Test] trace vs LocalConnection
// forked from uwi's uint vs int
// muta244のツールキットを借り
package {

import flash.display.*;
import flash.geom.*;
import flash.events.*;
import flash.text.*;
import flash.utils.*;
import flash.net.*;
import flash.system.*;
import jp.progression.commands.*;
import jp.progression.commands.lists.*;
import org.libspark.thread.Thread;
import org.libspark.thread.EnterFrameThreadExecutor;
import org.libspark.thread.utils.*;

public class Main extends Sprite
{
    static private const _NUM_TIMES:uint = 3000;
    
    private function _init():void
    {
        _debug(
            "各テスト " + _NUM_TIMES + " 回処理させた計算結果 [単位 : ミリ秒]\n" +
            "(誤差は多少生じます)\n\n" +
            "Player Version : " + Capabilities.version + "\n" + 
            "Debug Player : " + Capabilities.isDebugger + "\n"
        );
        
        //var func:Function = trace;
        var _globalCounter:int;
        var func:Function = function(num:int):void{++_globalCounter;};
            
        _measure("Progression Command", function ():void
        {
            _globalCounter = 0;
            var serialList:SerialList = new SerialList();
            for (var i:int = _NUM_TIMES - 1; i >= 0; i--) {
                serialList.addCommand(new Func(func, [i]));
            }
            serialList.execute();
            _debug("global counter : " + _globalCounter);
        });
        
        if (!Thread.isReady) {
            Thread.initialize(new EnterFrameThreadExecutor());
        }
        
        _measure("ActionScript Thread Library", function ():void
        {
            _globalCounter = 0;
            var serialTread:SerialExecutor = new SerialExecutor();
            for (var i:uint = _NUM_TIMES - 1; i > 0; i--) {
                serialTread.addThread(new FuncThread(func, [i]));
            }
            serialTread.start();
            _debug("global counter : " + _globalCounter);
        });
        
        
        _debug("\n僕はあえて結果について言及しますが、serialList.executeは即時実行、\nserialThreadはEnterFrame毎に適度にタスクを実行するので、処理速度というよりフレーム落ちする/しないという体感の速度が違うのだとおもいます。");
        _debug("また、serialThreadの計測時間はタスクを作るのにかかった時間でで実際はタスクはまだ一度も実行されていない。");
        _debug("もうひとつ。BetweenAS3はThreadのかなりお手軽な代替になりうるとおもう!");
    }
    
    private var _field:TextField;
    private var _time:uint;
    
    public function Main():void
    {
        _setup();
        _init();
    }
    
    private function _measure(title:String, func:Function, ...params):void
    {
        _time = getTimer();
        func.apply(null, params);
        _time = getTimer() - _time;
        
        _debug("[ " + title + " ] --> " + _time + " ms");
    }
    
    private function _debug(log:String):void
    {
        _field.appendText(log + "\n");
    }
    
    private function _setup():void
    {
        _field = new TextField();
        _field.width = stage.stageWidth - 40;
        _field.height = stage.stageHeight - 60;
        _field.x = 20;
        _field.y = 60;
        _field.multiline = true;
        _field.wordWrap = true;
        
        var format:TextFormat = _field.defaultTextFormat;
        format.font = "_sans";
        _field.defaultTextFormat = format;
        
        addChild(_field);
        
        var button:Sprite = new Sprite();
        button.graphics.lineStyle(1, 0xBBBBBB);
        button.graphics.beginFill(0xEEEEEE);
        button.graphics.drawRoundRect(0, 0, 100, 20, 5, 5);
        button.graphics.endFill();
        
        addChild(button);
        
        button.x = 20;
        button.y = 20;
        button.mouseChildren = false;
        button.buttonMode = true;
        
        var field:TextField = new TextField();
        field.width = 100;
        field.height = 20;
        field.htmlText = "<p align='center'><font face='_sans'>再計算</span></p>";
        
        button.addChild(field);
        
        button.addEventListener(MouseEvent.CLICK, function ():void
        {
            _field.text = "";
            _init();
        });
    }
}

}

import org.libspark.thread.Thread;

internal class FuncThread extends Thread{
    private var _func:Function;
    private var _args:Array;
    public function FuncThread(func:Function, args:Array = null){
        _func = func;
        _args = args;
    }
    override protected function run():void {
        _func.apply( this, _args );
    }
}